// Ryzom - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #ifndef CL_VILLAGE_H #define CL_VILLAGE_H #include "nel/misc/types_nl.h" #include "streamable_ig.h" #include "cdb.h" #include "client_sheets/continent_sheet.h" #include "game_share/misc_const.h" #include namespace NL3D { class UScene; } namespace NLGEORGES { class UFormElm; } struct IIGAdded; struct CVillageSheet; /** A village in a continent. * This class holds a village instance group, and manage its loading / unloading. */ class CVillage : public IStreamableEntity { public: //\name Object //@{ // ctor CVillage(); // setup the village from a sheet /** Build that village from an external script. * And insert in the given scene * \param scene The scene in which this village is * \param sheet Sheet describing the village * \param loadedIGMap If not NULL, a map that will be filled with ig that are currently loaded * \return true if the build succeed */ bool setupFromSheet(NL3D::UScene *scene, const CVillageSheet &sheet, CStreamableIG::TString2IG *loadedIGMap = NULL); // dtor ~CVillage(); //@} //\name From IStreamableEntity //@{ /** Given a pos, test wether the village needs to be loaded now. à * It it returns false, it means that the village is too far or that asynchronous loading suffice. * It it returns true, the next call to update will return only when the loading is completed. */ virtual bool needCompleteLoading(const NLMISC::CVector &pos) const; /** Test that village against the player position, and load / unload it (using synchronous or asynchronous loading) */ virtual void update(const NLMISC::CVector &pos); // The same, but force synchronous loading virtual void forceUpdate(const NLMISC::CVector &pos, NLMISC::IProgressCallback &progress); virtual void forceUnload(); //@} // The scene in which this object is inserted NL3D::UScene *getScene() const { return _Scene; } ///\name ig added observers //@{ void registerObserver(IIGObserver *obs); void removeObserver(IIGObserver *obs); bool isObserver(IIGObserver *obs) const; //@} // ig enumeration bool enumIGs(IIGEnum *callback); const CStreamableIG &getIG() const { return _IG; } ///\name Special Outpost //@{ // setup the village as an Outpost (similar to setupFromSheet()) bool setupOutpost(NL3D::UScene *scene, const CContinentParameters::CZC &zone, sint32 outpost, CStreamableIG::TString2IG *loadedIGMap); // setup a building pos in this village void setBuildingPosition (uint building, const NLMISC::CQuat &rot, const NLMISC::CVector &pos); // after outpost and building position setuped, can init the outpost into 3D void initOutpost (); // remove the outpost from 3D void removeOutpost (); // Is this village an outpost? bool isOutpost() const {return _IsOutpost;} //@} ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// private: // TODO: if slow, make the pos test only once for all IGs... CStreamableIG _IG; NL3D::UScene *_Scene; ///\name Outpost // @{ bool _IsOutpost; class CBuilding { public: uint Id; NLMISC::CSheetId CurrentSheetId; NLMISC::CVector Position; NLMISC::CQuat Rotation; CBuilding() { Position= NLMISC::CVector::Null; Rotation= NLMISC::CQuat::Identity; Id= -1; } }; CBuilding _Buildings[RZ_MAX_BUILDING_PER_OUTPOST]; void updateBuilding(uint building, NLMISC::CSheetId newForm); // @} }; #endif